these are the game mechanics i wish for in a new patch. add your own thoughts if you wish or CONSTRUCTIVELY criticise my ideas
Low arguability
Friend soapstone - for summoning friends who have a 20% differance in lvl instead of 10 % brings up list of human form friends and summon urself into their world
white eye coloured stone - (princcess guard exclusive) able to search for a players world who have an invader in it effectively coming to their rescue and leaving when all invaders are dead and stay no longer
straight sword attack speed - straight swords 1h and 2h normal attack increased slighty to curved sword speeds and 1h strong attack slight-to-moderate speed increase and 2h strong attack has slight increaseed speed for improved tracking and/or slighty wider attack arc
halberd (and similar weapons) - tracking improved and does not stagger if it misses
hammers and axes - do not stagger if they miss
greatswords - all great swords swing at speeds matching the blackknight sword/greatsword artorious which is only slighty slower to say for example the claymore although no complaint if unchanged
"lagstabbing" - unable to backstab opponent if they have locked on to you this will allow sneak attacks to still work becuase they must see you to lock on but will stop people fishing for backstabs and chain backstabs because you can lock on while getting up from a lagstab
Darkwood grain ring "AKA" the flip ring - should not allow fast movement under or flip 50% equip burden. prehaps if equipped under 50% should have no effect OTHER than reduced stamina consumtion for rolling and under 25% gives flip animation and reduction of stamina usage when rolling and further decreases damage taken when backstepping by 5% or 10% (see next point)
backstepping - only inccur a fraction of damage taken say 50% for thrust attacks 40% for slashing attacks and 30% for regular and strike attacks there may be exceptions to this with different kinds of attacks and may need further thought
Kick - does more stamina damage against shields and extra counter stamina damage against opponents during their attacking animations behind a shield. also if a successful kick lands on an open oponent knives, curved and straight swords can and rapiers can land a normal attack (daggers can land a heavy) on them before they can react or if it hits mid-attack animation the opponent is vunelrable to curved swords and straight swords heavy attacks before they can react (requires more thought)
medium arguability
black knight great axe - attack speed slowed slight-to-moderate (relevant to class of weapon) especially true for 2h normal attack which is quite quick for a heavy weapon
heavy armour stam. penalty - slighty more stamina regeneration penalty without the need of lowering their defenses
attacking behind a shield - very slight attack power reduction
parrying - from easiest to hardest to parry: thrusts >slash = regular
>strike
(length also affects parrying distance by extending how far down the weapon it can be parried, spears are more suceptible than rapiers, the balder side sword is easier to parry than other shorter straight swords) also parrying shields negate most of the advantage the attack types have and reduce the gap of difficulty between the attack types the parrying dagger reduces this further oh and curved sword and rapier specific "backstep attacks " can not be parryed
the purpose of these wishes is to eliminate ridiculous elements in the game (two opponents running in circles trying to lagstab or heavily armoured and heavily armed opponents flipping around) bring balance to weapons and hence not relying on 1 paticular weapon i.e. the greatswords, incorporate statergy into combat with random kicks for the offensive approach and backstepping for a counter offensive approach and no parry spam unless u have optimal conditions for parrying
Low arguability
Friend soapstone - for summoning friends who have a 20% differance in lvl instead of 10 % brings up list of human form friends and summon urself into their world
white eye coloured stone - (princcess guard exclusive) able to search for a players world who have an invader in it effectively coming to their rescue and leaving when all invaders are dead and stay no longer
straight sword attack speed - straight swords 1h and 2h normal attack increased slighty to curved sword speeds and 1h strong attack slight-to-moderate speed increase and 2h strong attack has slight increaseed speed for improved tracking and/or slighty wider attack arc
halberd (and similar weapons) - tracking improved and does not stagger if it misses
hammers and axes - do not stagger if they miss
greatswords - all great swords swing at speeds matching the blackknight sword/greatsword artorious which is only slighty slower to say for example the claymore although no complaint if unchanged
"lagstabbing" - unable to backstab opponent if they have locked on to you this will allow sneak attacks to still work becuase they must see you to lock on but will stop people fishing for backstabs and chain backstabs because you can lock on while getting up from a lagstab
Darkwood grain ring "AKA" the flip ring - should not allow fast movement under or flip 50% equip burden. prehaps if equipped under 50% should have no effect OTHER than reduced stamina consumtion for rolling and under 25% gives flip animation and reduction of stamina usage when rolling and further decreases damage taken when backstepping by 5% or 10% (see next point)
backstepping - only inccur a fraction of damage taken say 50% for thrust attacks 40% for slashing attacks and 30% for regular and strike attacks there may be exceptions to this with different kinds of attacks and may need further thought
Kick - does more stamina damage against shields and extra counter stamina damage against opponents during their attacking animations behind a shield. also if a successful kick lands on an open oponent knives, curved and straight swords can and rapiers can land a normal attack (daggers can land a heavy) on them before they can react or if it hits mid-attack animation the opponent is vunelrable to curved swords and straight swords heavy attacks before they can react (requires more thought)
medium arguability
black knight great axe - attack speed slowed slight-to-moderate (relevant to class of weapon) especially true for 2h normal attack which is quite quick for a heavy weapon
heavy armour stam. penalty - slighty more stamina regeneration penalty without the need of lowering their defenses
attacking behind a shield - very slight attack power reduction
parrying - from easiest to hardest to parry: thrusts >slash = regular
>strike
(length also affects parrying distance by extending how far down the weapon it can be parried, spears are more suceptible than rapiers, the balder side sword is easier to parry than other shorter straight swords) also parrying shields negate most of the advantage the attack types have and reduce the gap of difficulty between the attack types the parrying dagger reduces this further oh and curved sword and rapier specific "backstep attacks " can not be parryed
the purpose of these wishes is to eliminate ridiculous elements in the game (two opponents running in circles trying to lagstab or heavily armoured and heavily armed opponents flipping around) bring balance to weapons and hence not relying on 1 paticular weapon i.e. the greatswords, incorporate statergy into combat with random kicks for the offensive approach and backstepping for a counter offensive approach and no parry spam unless u have optimal conditions for parrying